Graphics: Add support for multi-viewer rendering (a bit hacky)
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@@ -136,8 +136,6 @@ namespace Nz
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// Update UBOs and materials
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UploadPool& uploadPool = renderFrame.GetUploadPool();
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bool prepare = false;
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("UBO Update", Color::Yellow);
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@@ -336,6 +334,7 @@ namespace Nz
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m_bakedFrameGraph.Execute(renderFrame);
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m_rebuildFrameGraph = false;
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m_viewerPerTarget.clear();
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const Vector2ui& frameSize = renderFrame.GetSize();
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for (auto&& [viewer, viewerData] : m_viewers)
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{
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@@ -344,13 +343,25 @@ namespace Nz
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viewerData.prepare = false;
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const RenderTarget& renderTarget = viewer->GetRenderTarget();
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m_viewerPerTarget[&renderTarget].push_back(&viewerData);
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}
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for (auto&& [renderTargetPtr, viewerDataVec] : m_viewerPerTarget)
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{
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Recti renderRegion(0, 0, frameSize.x, frameSize.y);
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const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding;
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const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment);
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const RenderTarget& renderTarget = *renderTargetPtr;
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const auto& viewers = viewerDataVec;
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
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for (const ViewerData* viewerData : viewers)
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{
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const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData->colorAttachment);
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
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}
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std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
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clearValues[0].color = Color::Black;
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@@ -363,12 +374,16 @@ namespace Nz
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{
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builder.SetScissor(renderRegion);
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builder.SetViewport(renderRegion);
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builder.BindPipeline(*graphics->GetBlitPipeline());
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builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
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builder.BindShaderBinding(0, *blitShaderBinding);
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builder.Draw(3);
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for (const ViewerData* viewerData : viewers)
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{
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const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
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builder.BindShaderBinding(0, *blitShaderBinding);
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builder.Draw(3);
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}
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}
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builder.EndDebugRegion();
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}
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@@ -503,9 +518,8 @@ namespace Nz
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});
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}
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//FIXME: This doesn't handle multiple window viewers
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for (auto&& [viewer, viewerData] : m_viewers)
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frameGraph.SetBackbufferOutput(viewerData.colorAttachment);
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frameGraph.AddBackbufferOutput(viewerData.colorAttachment);
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return frameGraph.Bake();
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}
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